
Psychho
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About Psychho
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PsychhoGameDev
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After having little to no time to work on games I finally got this small endless runner done. Dodge blocks and increase your multiplier using the glowy yellow things. Play: http://psych.gs/public_html/playgame.php?gameId=GRail Screenshot(Warning 1500x700): I'd like feedback mostly on the gameplay and I know the music is terrible and I plan to fix that very soon.
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I freaking love the shader effects but the gameplay is just way too simple to keep me playing.
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Well what problems are you having? All you said in your post was that you are trying to merge two objects together.
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Use the THREE.GeometryUtils.merge function, also simply searching 'threejs merge' on google gives this tutorial on merging http://learningthreejs.com/blog/2011/10/05/performance-merging-geometry/ Did you even try searching before posting here?
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How to launch a body towards the mouse cursor var bodyVelocity = body.GetLinearVelocity();//grab the bodys velocityvar launchDirection = body.GetPosition();//grab the bodys position to calculate launch directionlaunchDirection.Subtract(mousePositionWorld.x,mousePositionWorld.y);//subtract the mouse position in box2d space from body position to get the launch direction vectorlaunchDirection.Normalize();//normalize the launch direction so its consistent no matter how far the mouse is from the bodybodyVelocity.SetV(launchDirection);//set the bodys velocity to the launch direction
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First of all in the example its simulating 2 seconds every 1 second. function update() { world.Step(1/30, 10, 10);//Simulate the world for 1/30th of a second console.log(body.GetPosition());}setInterval(update, 1000/60);//Call update every 1/60th of a secondIf you look you are simulating the world for twice as long as you should, but fixing this wont fix you're problem. Here's a fix using delta time to simulate at a fixed rate: function update() { nextTime = Date.now(); deltaTime = (nextTime-lastTime)/1000; lastTime = nextTime; world.Step(deltaTime, 10, 10); console.lo
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What do you mean by 'simulation on node.js runs longer'? Are you only simulating for a certain amount of time or what are you trying to achieve?
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Browser games won't beat native games until they are able to match the speed of native games.
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You have to have been a part of there private beta or get invited.
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Socket.IO only takes up tons of bandwidth if you send JSON objects, you can always just use msg to send a string.
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Gugis reacted to a post in a topic: Box2dweb top-down friction
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Set linear damping in your pool balls bodyDef. Change to this var ballBody = new b2BodyDef;ballBody.type = b2Body.b2_dynamicBody;ballBody.linearDamping = 0.3;Also if you want you can also set angularDamping to make the balls stop spinning.
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I always resize the canvas while keeping the aspect ratio and maybe switch to higher resolution sprites depending on the users screen size. Here's the function I use for resizing something while keeping the original ratio, ResizeWithRatio = function(originalW,originalH,newW,newH) { var fW,fH,ss; ss = newH/originalH; fH = newH; fW = originalW*ss; if (fW > newW) { ss = newW/originalW; fH = originalH*ss; fW = newW; } return { width: fW, height: fH };}originalW and originalH = The base resolution newW and newH = The new resolution to sc
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Works fine for me, great to see a 3D online game using HTML5 besides Runescape. And why would that be Dreta?
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You can place regular DOM elements over your game or just place a 2D canvas over your game and render your menu on that?